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Qlippoth, Thulgant

CR 18.00 Outsider CE Large HD 20
This monster has ten spidery legs, a head writhing with dripping tentacles above a clutch of red eyes, and three whipping stingers.

The dreaded thulgant is among the most dangerous of the qlippoth, for it supports an array of deadly and painful physical attacks with a wide range of potent magical powers. Born from the cannibalistic orgies of augnagar qlippoth, each thulgant exists for one purpose only—the eradication of all demons from the Abyss.

Yet thulgants do not spend all of their lives hunting and destroying demons. They rule horrific hives deep in the Abyss populated by all manner of hideous minions, many of which are bound into servitude via binding spells. These qlippoth are fond of decorating their lairs with petrified or enstasised victims of great power—the more powerful the victims, the greater the prestige held by the thulgant.

HP
290 (20d10+180); fast healing 10
AC
33, touch 25, flat-footed 21 (+4 deflection, +12 Dex, +8 natural, -1 size)
Init
+12
Speed
40 ft., climb 40 ft, fly 60-ft. (good).
Fort
+25
Ref
+30
Will
+18
BAB
+20
CMB
+29
CMD
55 (71 vs. trip)
Melee
3 stings +27 (1d6+8/19-20 plus ability drain), 5 tentacles +22 (1d6+4 plus 2d6 acid)
Space
10 ft.
Reach
10 ft.
DR
15/cold iron and lawful
SR
25 vs. lawful spells and creatures
Defensive Abilities
displacement, evasion, freedom of movement
Aura
cloak of chaos (DC 25)
str
26
+8
dex
34
+12
con
29
+9
int
24
+7
wis
27
+8
cha
25
+7

Weapons: Martial, Simple

Horrific Appearance — Creatures that succumb to a thulgant's horrific appearance are stunned for 1d4 rounds and take 1d6 points of Wisdom damage.

Savage Stingers — If a thulgant hits a single target with all three stings in the same round, it tears through the victim's body, dealing an extra 3d6+12 points of damage and draining an additional 2 ability points from all six of the victim's ability scores. A single DC 29 Fortitude save negates all of this additional ability drain. The save DC is Constitution-based.

Demon Hunter — A thulgant gains a +10 racial bonus on caster level checks to penetrate the spell resistance of any demon. Its attacks are treated as cold iron and good against demons.

Special Abilities

Ability Drain (stings) from rider
Demon Hunter from text
A thulgant gains a +10 racial bonus on caster level checks to penetrate the spell resistance of any demon. Its attacks are treated as cold iron and good against demons.
Displacement from text
Evasion from text
Freedom Of Movement from text
Horrific Appearance from text
Creatures that succumb to a thulgant's horrific appearance are stunned for 1d4 rounds and take 1d6 points of Wisdom damage.
Savage Stingers from text
If a thulgant hits a single target with all three stings in the same round, it tears through the victim's body, dealing an extra 3d6+12 points of damage and draining an additional 2 ability points from all six of the victim's ability scores. A single DC 29 Fortitude save negates all of this additional ability drain. The save DC is Constitution-based.

Feats, Traits & Items

Combat Expertise from Feat

You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Improved Critical (sting) from Feat

When using the weapon you selected, your threat range is doubled.

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Quicken Spell-Like Ability (dimension door) from Feat

Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.

A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Acrobatics +35 (+39 jump), Bluff +30, Climb +36, Fly +33, Intimidate +27, Knowledge (arcana) +27, Knowledge (history) +30, Knowledge (planes) +30, Perception +31, Sense Motive +31, Spellcraft +27, Stealth +31, Use Magic Device +30

spell-like abilities:
Constant—Cloak Of Chaos (DC 25), Constant—Displacement (DC 20), Constant—Freedom Of Movement (DC 21), Constant—True Seeing (DC 23), At will—Dimension Door, At will—Dispel Magic, Greater, At will—Telekinesis (DC 22), 3/day—Dimension Door, 3/day—Flesh To Stone (DC 23), 3/day—Word Of Chaos, 1/day—Binding (DC 25), 1/day—Plane Shift (DC 24), 1/day—Telekinetic Sphere (DC 25), 1/day—Temporal Stasis (DC 25)
Details
Type
Outsider
Alignment
CE
Size
Large
Environment
any (Abyss)
Organization
solitary, pair, or patrol (3-4)
Treasure
double
Senses
darkvision 60 ft., true seeing; Perception +31
Aura
cloak of chaos (DC 25)
Languages
Abyssal; telepathy 100 ft.
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
23 House/Core 1 Recognized publisher
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